DEVLOG #59 - Let’s burn!

Chornobyl Liquidators

Chornobyl Liquidators is not a fantastic tale of exploring the Zone. It's a story about real people facing a real threat — the CNPP disaster. Invisible radiation, KGB, difficult moral choices... Do you have enough courage and strength to take on this challenge?

Today we would like to introduce you to the latest changes to one of our core mechanics. Namely, the change to the fire extinguishing system. As you are well aware, the previous system was far from perfect. It caused a lot of problems not only for the players but also for us, the developers. However, thanks to the irreplaceable LMG programmers, we managed to create a completely new, realistic, and at the same time intuitive firefighting system. We hope you will enjoy it. But let's get down to business. Our firefighting system allows you to conveniently control the space you want to fill with fire. And it is based on a grid scheme made up of fields and vertices. To create a fire focus, we choose the size of the grid and locate it in the desired place. We can use automatic matching of the grid points to colliders on the map, or we can lay out them manually. This allows us to quickly, but also optimally, set the height of each grid point as required. Once the grid is ready, we move on to setting the temperature areas. By increasing the temperature of a given vertex, we increase the temperature of the surrounding fields. The temperature of individual fields is an average value relative to all surrounding vertices. The fields take the form of invisible triangular colliders, which are responsible for detecting collisions with the water jet. The collision between the field and the water jet causes a gradual decrease in the temperature of the field in question. At the same time, the temperature of all its vertices is reduced. Consequently, extinguishing a particular field causes the temperature of neighboring fields that share vertices with it to decrease. In this way, we can create realistic fire outbreaks, with temperatures adapted to the fire sources and changing dynamically as they are extinguished. [img]{STEAM_CLAN_IMAGE}/35404032/36db7449676a767feed428717982bdec143e7f3e.gif[/img] From a gameplay point of view, this also gives players a choice in the way they approach the problem of extinguishing the flames. After all, one can fight the fire by extinguishing the periphery of the fire, or deal directly with extinguishing its source. [img]{STEAM_CLAN_IMAGE}/35404032/b6228eb26ef759dcd35913320be6e5f045cff33b.gif[/img] What do you think? Which way will be more effective?